208 lines
3.5 KiB
GLSL
208 lines
3.5 KiB
GLSL
[vertex]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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uniform highp mat4 projection_matrix;
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uniform highp mat4 modelview_matrix;
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uniform highp mat4 extra_matrix;
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attribute highp vec3 vertex; // attrib:0
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attribute vec4 color_attrib; // attrib:3
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attribute highp vec2 uv_attrib; // attrib:4
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varying vec2 uv_interp;
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varying vec4 color_interp;
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#if defined(USE_TIME)
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uniform float time;
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#endif
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#ifdef USE_LIGHTING
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uniform highp mat4 light_matrix;
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varying vec4 light_tex_pos;
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#endif
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#if defined(ENABLE_VAR1_INTERP)
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varying vec4 var1_interp;
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#endif
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#if defined(ENABLE_VAR2_INTERP)
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varying vec4 var2_interp;
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#endif
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//uniform bool snap_pixels;
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VERTEX_SHADER_GLOBALS
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void main() {
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color_interp = color_attrib;
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uv_interp = uv_attrib;
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highp vec4 outvec = vec4(vertex, 1.0);
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{
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vec2 src_vtx=outvec.xy;
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VERTEX_SHADER_CODE
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}
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#if !defined(USE_WORLD_VEC)
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outvec = extra_matrix * outvec;
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outvec = modelview_matrix * outvec;
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#endif
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#ifdef USE_PIXEL_SNAP
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outvec.xy=floor(outvec.xy+0.5);
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#endif
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gl_Position = projection_matrix * outvec;
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#ifdef USE_LIGHTING
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light_tex_pos.xy = light_matrix * gl_Position;
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light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong
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#endif
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}
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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// texunit:0
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uniform sampler2D texture;
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varying vec2 uv_interp;
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varying vec4 color_interp;
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#ifdef MOMO
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#endif
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#if defined(ENABLE_SCREEN_UV)
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uniform vec2 screen_uv_mult;
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#endif
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#if defined(ENABLE_TEXSCREEN)
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uniform vec2 texscreen_screen_mult;
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uniform vec4 texscreen_screen_clamp;
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uniform sampler2D texscreen_tex;
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#endif
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#if defined(ENABLE_VAR1_INTERP)
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varying vec4 var1_interp;
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#endif
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#if defined(ENABLE_VAR2_INTERP)
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varying vec4 var2_interp;
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#endif
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#if defined(USE_TIME)
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uniform float time;
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#endif
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#ifdef USE_LIGHTING
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uniform sampler2D light_texture;
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varying vec4 light_tex_pos;
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#ifdef USE_SHADOWS
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uniform sampler2D shadow_texture;
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uniform float shadow_attenuation;
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#endif
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#endif
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#if defined(USE_TEXPIXEL_SIZE)
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uniform vec2 texpixel_size;
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#endif
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FRAGMENT_SHADER_GLOBALS
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void main() {
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vec4 color = color_interp;
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#if defined(NORMAL_USED)
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vec3 normal = vec3(0,0,1);
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#endif
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color *= texture2D( texture, uv_interp );
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#if defined(ENABLE_SCREEN_UV)
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vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
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#endif
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{
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FRAGMENT_SHADER_CODE
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}
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#ifdef DEBUG_ENCODED_32
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highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );
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color = vec4(vec3(enc32),1.0);
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#endif
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#ifdef USE_LIGHTING
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float att=1.0;
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vec3 light = texture2D(light_texture,light_tex_pos).rgb;
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#ifdef USE_SHADOWS
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//this might not be that great on mobile?
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float light_dist = length(light_texture.zw);
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float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5;
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float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0));
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if (light_dist>shadow_dist) {
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light*=shadow_attenuation;
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}
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//use shadows
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#endif
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#if defined(USE_LIGHT_SHADER_CODE)
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//light is written by the light shader
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{
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vec2 light_dir = normalize(light_tex_pos.zw);
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float light_distance = length(light_tex_pos.zw);
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LIGHT_SHADER_CODE
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}
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#else
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#if defined(NORMAL_USED)
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vec2 light_normal = normalize(light_tex_pos.zw);
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light = color.rgb * light * max(dot(light_normal,normal),0);
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#endif
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color.rgb=light;
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//light shader code
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#endif
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//use lighting
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#endif
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// color.rgb*=color.a;
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gl_FragColor = color;
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}
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